Blueberry information 1387 glöps

- general:
- level: user
- personal:
- first name: Aske Simon
- last name: Christensen
- cdcs:
- cdc #1: Nexus-7 by Andromeda [web]
- cdc #2: Tint by The Black Lotus [web]
- cdc #3: Gift by Potion
- cdc #4: STS-02: Electric Kool-Aid by Synesthetics
- cdc #5: TBC Realtime Experience by Too Bloody Cheesy [web]
- demopack diskmag Amiga OCS/ECS Speed issue #71 - Into The Rotozone by Nah-Kolor [web]
- It was fun to reflect on the whole rotozoomer saga in this format, and to read the perspectives of everybody involved.
- rulezadded on the 2025-10-19 02:27:46
- demo Amiga OCS/ECS Impressions by AMIGALS [web]
- Succeeds in conveying an impression of variety in the repeated animations. Also cool "fadeout" effect.
- rulezadded on the 2025-10-08 10:00:04
- demo ZX Spectrum corvet by Stardust
- What zeebr and wrighter said!
- rulezadded on the 2025-10-08 09:46:34
- intro Amiga AGA Amiga OCS/ECS Game Under Again by Lemon.
- Quote:
Cool, I didn't know about the top bits in BPLCON4, that would be even faster!
Yeah, the color switching provided by BPLCON4 is an extremely useful (and probably quite underutilized) feature of AGA. The layer polarity of the 8 layers in the checkerboard effect in No-CPU Challenge is controlled entirely through BPLCON4. :)
Quote:I wonder why Blueberry saw 376 and you and Photon see 369. Maybe some hardware sees the hsync signal and use previously received colors on the hardware Blueberry used? This is fascinating.
I don't remember exactly which hardware I used to measure the maximum width back then, but most likely it was a MicroniK SCANDEX scandoubler.
I have brought my old 1084 down from the attic. It needs a bit of cleaning, but then I'll do some testing on that one and report back. - isokadded on the 2025-09-22 11:42:35
- intro Amiga AGA Amiga OCS/ECS Game Under Again by Lemon.
- It's a hallmark of quality when a prod entices you to fire up the DMA debugger. ;)
- rulezadded on the 2025-09-21 12:36:06
- demo Windows Ashborn by Still [web]
- Mmmmmm
- rulezadded on the 2025-09-17 16:47:20
- intro Amiga OCS/ECS Hormonally Induced by AMIGALS [web]
- I get this distinct sense of being very close to the copper when watching this. Very happy that it got second place. Well deserved. No-CPU ftw! :-D
- rulezadded on the 2025-09-17 16:11:00
- intro Amiga OCS/ECS Game Under by Lemon.
- This race entered the ridiculous territory (in a good way) when it surpassed 80 columns. At least it's still displayable. :)
Congratulations on your record, Hannibal! - rulezadded on the 2025-09-17 16:06:15
- demo invitation Amiga AGA No-CPU Challenge by Demostue Allst★rs
- Why this particular limitation? For several reasons:
1. It's different. With most other common limitations, such as size, restricting display modes, conceptual content limitations etc., you can still mostly use your usual tools and processes to develop the demo. With this one, you have to approach the development in an entirely different way.
2. It brings back the power to the AGA chipset. Most AGA demos from the last 30ish years have treated the custom chips as a primitive display device whose only job was to show the chunky pixels produced by the 68060.
3. It has huge potential for technical diversity. This demo uses one copperlist per frame, each delegating to effect-specific copperlists that get modified with the blitter from various kinds of data. In contrast, the Interceptor Intro has just one copperlist and defines a simple abstract machine that gets interpreted by the blitter. There's a whole landscape to explore here. - isokadded on the 2025-09-03 10:48:03
- demo invitation Amiga AGA No-CPU Challenge by Demostue Allst★rs
- Thanks for all your enthusiastic comments! We had a lot of fun making this, and we are thrilled by the hearty reception. 😁
As some of you have noticed, this demo is a triple comeback. For both Slammer, Folcka and Slide, this is the first demo project they have been involved in since 1997 (according to Demozoo).
We are of course excitedly looking forward to whatever no-CPU productions you will be making. As a starting point / inspiration, we have published the full source code for this demo, including all assets. I also wrote a brief description of the overall approach and experiences from the project in the demo announcement issue in the challenge repo.
Quote:On the other hand, I'm not crazy about getting a whole bunch of "the exact same effects you've seen on this platform before, but this time slightly simpler because we imposed some random limitation on ourselves"-productions.
This is a reasonable concern, though to be fair, almost the same could be said about size restrictions. In the early days of 40k and 4k intros, these were indeed just showing simpler versions of seen-before effects. But as the category matured, the limitations led us into new areas of creativity that we wouldn't have visited otherwise. I think the same could happen for the no-CPU limitation.
Quote:Awesome demo, but I have a question, how to run it on the emulator? If I open it from the folder in the workbench, I only get a black screen.
Which emulator are you running? For the development, I used WinUAE 6.0.0 with cycle-exact chipset and cycle-exact CPU. FS-UAE apparently does not work.
Quote:Kann man das als ADF bekommen?
Das muss auf Disk mit coolen Label 😁
I have been thinking the same thing, actually. 😉 The demo fits on a floppy, so it should just be a matter of putting a startup-sequence. And then designing and printing the label and preparing the disks, of course. - isokadded on the 2025-08-27 11:26:13
account created on the 2004-11-26 18:36:35